I don't agree that his light moves are too fast. None of his moves have or lead to any pickups; there's not really such a thing as an air juggle with Warlord. You have to rely on the basic light move progression and creative resets, like rp flk frk flp frp ! frp flk frk flp. This does do a ton of damage mind you, but frp is slow enough that it you can easily evade it.

The ability to break turtles comes with a lot of downsides. For example, if you simply jump when any ground smashes come in, you have enough time to air evade and start a heavy move, leading to your most damaging combo in any robot.

Warlord also moves extremely slowly. While his armor makes up for not evading most combos, you have no hope of escaping things like Force's bombs or Mantis' spiders.

The only thing that is possibly overpowered is the damage his throws do. They are somewhat hard to aim properly, but a Warlord can easily reset into a throw at any point in his light move progression. It makes using anything but grabhands (or left macehand right grabhand) useless. However this could simply be attributed to one of Warlord's pros while it has many cons. On the whole, I don't think it's overpowered.

I see exactly one problem with Warlord, and its name is RP claw. LP spammers can get owned, stomps aren't all that great, but there's really no reason to use a right hand that isn't claw. Super claw is Warlord's best super (remember, the threat of LP solves most speed problems), RP claw leaves you in a better position than LP claw, and claws in general make blocking nearly obsolete against Warlord. Combined with Warlord's set of safe ways to advance (albeit slowly), if you're not dishing out the mad priority by the time Warlord gets close to you, it's all over.

I'd be fine with leaving Warlord as is, actually. It just rubs against my grain as a fighting game player that Warlord gets free safe mixups when most of the rest of the cast doesn't.

actually warlord can juggle and catch air evades no sweat, also even if his LP can get him owned in LMS, you need exactly 1 button to win a complete match of demolition.

Not only that, you cant jump over Warlord, meaning its not that easy to get behind him, his RP claw is far from as difficult to deal with as his LP. Also Warlords light attacks easily unblackably fragment, into heavy combos etc.

Warlord has many issues, even if you can kick his [filtered] in LMS._________________
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I really think a better weight system needs to be put in. Warlord needs to have really slow, low air evades, but needs to be advantageous in other areas.
LP does need something done to it though, probably a bigger cooldown_________________WHEE! NEW HOMEPAGE!NightFall Half Life 2 Mod

Before I got the full version, I was hoping that warlord would be super strong but slow and hard to use so new people couldn't own with him. Warlord has great priorty with air peeps. If I have the slightest feeling someones about to launch into the air I am up with a.rp, a.lp, a.frk, and a.lk; tons of damage and unevadeable, I think. I can even catch people that launch off of the bounce pads.
I don't think lp is such a big deal. During the lp cool down I can easily get in there and attack. And it already is hard for them to evade; katanas can be really dangerous to warlord. edit: AND, Doing lp a few times is more effective damage wise than a huge combo. But then the combos would be having to do like 400 damage and stuff.. which is crazy also.

Before I got the full version, I was hoping that warlord would be super strong but slow and hard to use so new people couldn't own with him. Warlord has great priorty with air peeps. If I have the slightest feeling someones about to launch into the air I am up with a.rp, a.lp, a.frk, and a.lk; tons of damage and unevadeable, I think. I can even catch people that launch off of the bounce pads.
I don't think lp is such a big deal. During the lp cool down I can easily get in there and attack. And it already is hard for them to evade; katanas can be really dangerous to warlord. edit: AND, Doing lp a few times is more effective damage wise than a huge combo. But then the combos would be having to do like 400 damage and stuff.. which is crazy also.

since blocking LP pushes you away, many HARs arent even capable of getting in range within time to punish, after warlord's LP_________________
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so how would you punish a turtle warlord, when you cant punish his LP_________________
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It's really not hard to fake an LP spammer out. LP's a slow move, they can't do much about it without changing strategies completely. Do you people just run into it repeatedly or do you depend on blocking low-pushback moves the entire time? If all else fails and you're terrible at timing, projectile spam them to death. When the Warlord finally decides to respond in kind, take advantage of his slow firing rate and go in for the kill!

It's really not hard to fake an LP spammer out. LP's a slow move, they can't do much about it without changing strategies completely. Do you people just run into it repeatedly or do you depend on blocking low-pushback moves the entire time? If all else fails and you're terrible at timing, projectile spam them to death. When the Warlord finally decides to respond in kind, take advantage of his slow firing rate and go in for the kill!

It's really not hard to fake an LP spammer out. LP's a slow move, they can't do much about it without changing strategies completely. Do you people just run into it repeatedly or do you depend on blocking low-pushback moves the entire time? If all else fails and you're terrible at timing, projectile spam them to death. When the Warlord finally decides to respond in kind, take advantage of his slow firing rate and go in for the kill!

if the warlord keeps walking backwards, all it takes for him is to do LP when the attacker attacks, and warlord is a better projectile spammer then most other HARs..._________________
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Missles have a large recovery time and are sort of slow, yet they can be nifty to use close-range when you absolutely know you're going to hit. Mortars can actually be a little better long range, but not my favorite close range. It isn't that hard to beat Warlord in a projectile war. Super missles are fast and powerful as a super weapon, but since they can be blocked easily and the warlord will have a limited amount of them they don't really matter much in a projectile fight. But yes, DE should either make LP a little bit slower and leave the power the same or leave it on the speed it's on and nerf the power of it a bit.

Mortars are very very very very fun to use, but they are slow and hard to link to anything else, and it feels awkward to mortar spam someone who is trying to get close to you. If the nerfs for LP and anything else at all are implimented, PLEASE make mortars better, so you dont get to see endless warlords with 2 maces or 2 hooks, or a rocket launcher once in 10 years. It should be like 4 HARs in one, where no hand combination is majorly favored among the players. Makes fighting a warlord a new experience every time _________________